And it's done:
[x] Plan Crusade Build Up, Phase 5: Siege Time 1.0
-[x] Neo Seattle
--[x] Normal Actions
---[x] Hunt Tara
---[x] [Reserved for post-hunt]
---[x] [Reserved for post-hunt]
---[x] JR: Design improved Destroyer Talons, built with Blocking and Grappling in mind (better Block, new or improved Grapple Moves including super/finishing moves, make Holds and Chokes cheaper/easier to execute or better, etc) (Use Viceroy Token)
---[x] Refit/repair 5 damaged PT boats (-625 R)
---[x] Refit/repair 2 Missile Frigates (-3000 R)
---[x] Research Trade Center Comms Augment
---[x] Research an improved Anti-Armor Laser Cannon using UV lasers.
---[x] Salvage Naval Base Kitsap, Bangor section (Trident Submarine base), focusing on computers/data/blueprints, fissile materials, intact facilities/gear, repairable hulls, and scrap, in that order.
---[x] Salvage Naval Base Kitsap, Bremerton section (Nuclear Aircraft Carrier Shipyard and Inactive Ship Storage), focusing on anything useful for creating our own aircraft carriers (useable hulls, informative/useful hull fragments, blueprints, data, equipment, etc), fissile materials, repairable non-carrier hulls, misc gear, and scrap, in that order.
---[x] Build 85x Jagdarium Superalloy Composite Plating (-28750 R)
--[x] Free Actions
---[x] Transfer 7500 R, 5x 300mm Ultra Autocannon Reloads, 2x Type 100-D Tanks, and one Tristan-class Frigate to Everett.
---[x] Trade with KRAUN: 85x Jagdarium Superalloy Composite Plating (+52062 R) (Comms)
---[x] JR: Perfect the XMST, with more control over the destination and better range. (Use Grae Token) (Breach)
---[x] Research a Ranged whip weapon based on Mello's tails, also drawing on data from Sickletongue's tongue, Barb's tendons, and Nenauge's Tentacle Tails as needed. (K-Sci)
---[x] Research Impact/Electric-damage bombs/missile warheads, using Vortex's Arc Bombs and the Thunderspray Jaegrenades for reference as needed (Con Tech 1)
---[x] Improve the 150mm AAR-02 Corrosion Shell, focusing on stickier acid and greater armor corrosion once stuck. (Con Tech 2)
---[x] Research a way to increase the range of our UV laser weapons (focusing the Micro UV Laser Vulcans). (Con Tech 3)
---[x] Fix the misfiring issues with the 420mm Plasma Charge Magazines. (J-Tech 1)
---[x] Research to improve our Kinetic Guillotine's range, and add the capability to switch between Edged and Impact damage (J-Tech 2)
---[x] Build 5x 300mm Ultra Autocannon Reloads (Munitions)
---[x] Scan for Kaiju (Hunt Scanner)
---[x] Build 5x Type 100-D Tank Squadrons, (-180 R) (MPFs)
---[x] Build a Tristan-Class Missile Frigate (Dockworks)
---[x] Recycle nothing
---[x] Interrogate Prisoners: Call in experts to conduct subtle psych evaluations disguised as interrogations, looking for signs of mental and emotional manipulation, intense indoctrination, etc. (Free)
(Total cost: -40,055 R, Income from Trade: 52,062 R, Final Total: 54,713 R)
-[x] Everett
--[x] Actions
---[x] Improve Population to 8 (-8500 R)
---[x] JR: Perfect the XMST, with more control over the destination and better range.
---[x] Hunt Tara
---[x] [Reserved until after Hunt]
---[x] [Reserved until after Hunt]
--[x] Free Actions
---[x] Improve Phenom's HtH (20 rolls) (J-Tech 1) (400 R)
---[x] JR: Design improved Destroyer Talons, built with Blocking and Grappling in mind (better Block, new or improved Grapple Moves including super/finishing moves, make Holds and Chokes cheaper/easier to execute or better) (J-Tech 2)
---[x] Build 3x AG-60 Dragonfly (Type D) Squadrons (-108 R) (MPFs)
---[x] Interrogate Prisoners: What sort of government/command structure do the Blue Stars have?(Free)
(Total Cost: -9008 R, Final Total: 3,292 R)
I'm not totally satisfied with this, but it's about the best I can do, given what I have to work with. Everett's limited actions are a serious impediment, and I feel like we should be doing more to stabilize their Environment rating to improve that, but there's just too much stuff to do. That's why I'm upgrading Pop over repairing their Murasame: Everett needs more actions, and with two Jaegers, 8 Pop should be manageable, though we really should upgrade Defense soon as well, IMO. If we have spare actions after the hunt, repairing the Murasame will probably be one of them.
Honestly, the K-Sci and the MPFs for Neo-Seattle are kinda just filler, so if anyone feels we could research something better, or that our current forces in Neo-Seattle are lacking in some way, I'd be happy to change those. In some ways, the salvage missions and the Trade Center Aug are also kinda there to pad things out and not burn more R, but I think they're a lot more worthwhile than the K-Sci one, which I basically just yanked straight from the Research doc because I needed to pick something. If you feel there are other, more deserving projects, feel free to suggest them, so long as they aren't expensive. Same with the Blue Stars questions, though I would really like to run the psych evaluations, just to get an idea of how brainwashed these guys are.
The UV AA lasers are mostly there because, once we give Tacit flight, we'll need to cut back on how many Laser Vulcans he has, and the amount of them we can mount and fire at once is their main selling point. So I'm thinking of switching to the AA lasers for Tacit. As for why I switched to Electric/Impact warheads...look, the Thunderspray Warhead project is clearly cursed. Maybe if we switch to a different main inspiration/damage type, we'll get around it.
The notes on the Destroyer Talon improvements aren't mostly just there to clarify to
@Fyrstorm what sort of improvements we're looking for. Aside from the Blocking stat increases to make Clamshell Grab and Deflective Guard more viable, I don't really see much need to improve the other stats of the Talons. Melee attacking ability isn't all that important, and I know Phenom's massive Grapple Bonus has occasionally given Fyr a headache as it is. I'd still like to improve Phenom's main schtick somehow, though, and I think my suggestions are a nice way to do so. Given Phenom some supercharged variant on an existing Grapple maneuver, or some completely new one based on an over-the-top wrestling move (only way more awesome, because giant robot) seems like a nice way to do that. So would improving existing grapple options by adding some new bonus effect, or making some of them cheaper and easier to execute. It's up to the Dice Gods and Fyr how much of that we get, of course, but I figure suggesting a bunch of stuff is better than leaving him in the dark, with no input from us.
Someone else (probably Fyr) might want to check my math, particularly on the City Stat upgrades and the HtH rolls for Phenom. I had a devil of a time looking them up, and I could have sworn there was a cap of like 15 on stat upgrades through the J-Tech Free Action, but I couldn't find it noted down anywhere. I may have to redo some of the math on our R expenditures, but, barring any suggestions from the peanut gallery, I think this will work fairly well for our purposes. Even if the choices kinda reflect my own priorities more than usual, due to the lack of time to hash things out with the rest of the thread. I did try to include anything people suggested during the fight that was notable or a priority, but something may have slipped through the cracks.